Red: Space Trucker was developed using the OpenGL, OpenAL, and ogg vorbis
libraries in C/C++.

Our game is designed to run on pretty much any computer with a graphics
card that supports OpenGL 1.1.

Red is all in 3d (except the backgrounds) with a fixed top-down view. We
make heavy use of particle systems to add a variety of effects to the
game, as well as randomly generating the levels as you play, which allows
for an endless number of levels or playtime. All the rendering is done
about as fast as can be managed under opengl 1.1, mostly sorting by state
and draw order combined with display lists. For most computers, the
limiting factor will be fill rate, due to the particle systems and
blending done on some models. The game will try to dynamically adjust the
density and duration of these when framerate is suffering.

The backgrounds and planets were generated using combinations of perlin
noise and other functions. We can generate quite a variety of backdrops
and planets, and 99% of them look good enough for use in game. We decided
to generate the backdrops in advance because the time required to create
them on slower computers would probably be a bit long (10 seconds or so
per backdrop). It could easily be done by generating them after installing
the game, but we wanted to avoid introducing any delays between getting
the game and being able to play.